26 February 2019

DaYan Uranus Bermuda Cube

After Saturn, we reach Uranus. Like the former, this puzzle has four Bermuda faces but it has four faces, each with a single Fisher section. In its solved state, there is freedom of movement on three faces: blue, yellow and orange. This makes it slightly easier to scramble than Saturn.

I had no problems with popping. Like the Saturn, I found it better not to push the cornering and the cube turned most smoothly when it is correctly aligned.



The bandaging prevents the green/red edge piece from being moved out of position.


Solving this puzzle is similar to solving Saturn, though its different configuration needs to be taken into account. I found it a little more difficult to solve than Saturn, though I did not find it necessary to work out any new algorithms.

Solution

By now, I have everything I need to solve any of the Bermuda cubes: it is merely a question of adapting that knowledge to the quirks of each individual puzzle.

Step 1 - Solve the White Pentagon and Triangles

Done intuitively.

Step 2 - Solve the Yellow Pentagon and Triangles

Again, done intuitively.

Obviously, steps 1 and 2 can be done in either order; do the one which seems easier first. This creates a Petrus-like block with freedom of movement on the blue and orange faces.

Step 3 - Orientate the Blue and Orange Pentagons and Rectangles and Solve the Blue Rectangles

Rotate the blue and orange rectangles to the correct orientation. This is straight forward...


Then, solve the blue rectangles...


To use the algorithms that I had already worked out to solve Saturn, turn the blue face by one and a half turns so that the right angle of the central triangle is pointing away from the top face...

Step 4 - Orientate the Blue and Orange Squares and Triangles

I find this step rather fiddly but I am improving with practice.


Step 5 - Permutate the Blue Squares

After the fiddliness of the previous step, this is very straightforward. This just leaves the top face to solve.


Step 6 - Permutate the Remaining Triangles and Squares

Again, this is a little fiddly but not too difficult once the algorithms have been worked out.





There we have it: one solved Uranus Bermuda cube.


07 February 2019

DaYan Saturn Bermuda Cube

After Jupiter, the next logical step is the next planet out, Saturn. The Saturn cube has four Bermuda faces. This bandages the cube to the point that it is difficult to scramble the puzzle. In fact, it is not possible to move the white/blue edge. When solved, only the red and green faces have freedom of movement.

There are two double-Fisher faces and two single-Fisher faces.




I had some problems with popping with earlier puzzles but this is not an issue with this one; the bandaging prevents it. I have had some problems with some of the coverings falling off of the pentagonal pieces.  Cornering is similar to the earlier puzzles though I prefer not to push the puzzle due to the heavy bandaging.


Solution

The steps follow the familiar pattern of building a Petrus-like block, orientating and then solving other pieces.

Step 1 - Solve the Orange Triangles and Pentagon

This is an intuitive step. The bandaging creates significant hindrance, therefore planning of moves is required.



This creates a solved sub-cube that is the first step in creating the Petrus-like block.

Step - 2 - Solve the Yellow Triangles and Pentagon

Another intuitive step. The bandaging makes this step more difficult than step one. Careful planning of moves is required.


We now have a Petrus-like block with freedom of rotation of the red and green faces.

Step 3 - Orientate the Green Pentagons and Rectangle and Solve the Red Pentagons

Again an intuitive step, this step is simple compared with the previous two. These pieces behave like edges.


Step 4 - Orientate the Green Triangles and Squares and Solve the Red Triangles

This is a fiddly step. The pieces behave like corners.


Step 5 - Permutate the Green Pentagons and Rectangle

This is not difficult.


Step 6 - Permutate the Green Triangles and Squares

This is a little cumbersome but not too difficult.



There it is, a solved Bermuda Saturn puzzle.

04 February 2019

Role-Playing not Roll Playing: The Nadaa Collective on Toydaria

Nadaa Collective

The Nadaa Collective is a Toydarian family-run criminal enterprise. It has legitimate front of gatherers and farmers of gabaki mushrooms, some of which are used to make ganaki liqueur. Its real business is the manufacture and sale of neutron pixie. The recipe for neutron pixie is a jealously guarded secret; Toydarians who know how to make it never meet customers. The collective's biggest customer is the Gorensla kajidic based in the Bog Bay district of the city of Riar.
The Nadaa family has gathered grey ganaki mushrooms in the bogs and swamps in the area of Riar for longer than records go back. At some point, a lucky or clever Nadaa discovered how to make neutron pixie. This is only a small part of the family's activities but it is the most proftable.
The family is also known for selling good quality gabaki liqueur that can be bought in the cantinas in Bog Bay.

Gabaki

The ganaki mushroom is native to Toydaria where it thrives in the planet's wet climate. The most common form is the grey gabaki. It is a mild depressant and is often burned outside of cantinas as incense or mixed with tabac as well as used to make gabaki liqueur.  It is a staple product of Toydaria.
The rarer black gabaki grows on the droppings of the rare shaoryn. It is a little known fact that it is the primary ingredient of neutron pixie. Due to their importance, Toydarian spice gangs protect the shaoryns and their hunting territories.

Gabaki Liqueur

This is a traditional drink from the swamps and bogs of Toydaria. It is made by distilling a liquor made from fermented grey gabaki mushrooms. No two Toydarians have exactly the same recipe for making this potent drink, adding different ingredients to alter its appearance and flavour.
Generally it is a lime green, viscous liquid with dark green streaks.
It is available from some cantinas in Bog Bay for about 5 credits per shot. One or two shots are enough to inflict an intoxication penalty of a Setback die to all rolls on most beings.
Cocktails can be made with this drink; some concoctions are made with neutron pixie as an ingredient.

Neutron Pixie

This is an extremely potent hallucinogenic spice. Effects include ecstacy, increased reaction time, perceived feelings of strength and endurance and resistance to pain. Withdrawal symptoms include nausea, muscle-weakness, aching joints and extreme physical or mental torpor. It is commonly injested with a light fruit flavouring.
One of the ingredients is the black gabaki mushroom, which grows in the Toydarian swamps on shaoryn droppings.
A major player in the distribution and trade of neutron pixie is Irrica the Hutt (see Ghosts of Dathomir).
Game Effects: a single dose grants the user two automatic Advantages to Agility- and Willpower-related checks until the end of the encounter. Once the effects have ended, the character suffers an automatic Threat all Brawn-, Intellect- and Cunning-related checks for the remainder of the session due to nausea, muscle aches, weakness and mental torpor.
Cost: (R) 100 cr (100-dose container) or 6 cr (single dose)
Rarity: 6 or 2 (on Toydaria)
See Lords of Nal Hutta p 111.

Manufacture and Distribution of Neutron Pixie

Neuron pixie is manufactured by Toydarian gangs in the swamps and bogs of their homeworld. They guard the recipe jealously to maintain their monopoly. Most of the product is sold to Hutt-controlled criminal enterprises for distribution throught the Galaxy.
The key ingredient of neutron pixie is the black gabaki mushroom, harvested in the territories of shaoryins (see Lords of Nal Hutta p. 129) from their droppings. This makes gathering the mushrooms dangerous and specialised work, something that has helped protect the Toydarians from outside intervention.
Chemists manufacture neutron pixie in mobile laboratories that move around the swamps for protection from rival gangs, law enforcement and the Empire. These chemists have lived and worked in the swamps for many generations and therefore evolved an immunity to ascomycetous pneumoconiosis, or as the locals call it, fester lung. The laboratories are deliberately placed in areas where the disease is particularly prevalent for extra protection. Upgrade the Resilience check to withstand the swamp environment once (see Lords of Nal Hutta p. 127). A Despair doubles the strain loss for this and all future rolls until the character leaves the swamp and is treated.
The finished product is handed to couriers by enforcers who then pass it on to merchants and dealers in Riar's Bog Bay. The collective's biggest customer is the Gorensla kajedic.

Information Gathering

Player characters wishing to find out about the Nadaa Collective can ask qyestions in the seediesr parts of Riar. This is a tricky operation and Coersion or Charm checks may be required to get people to talk to them...



Result

Effect
The Nadaa Collective is a family run business collecting mushrooms in the swamps for sale. There's nothing wrong with that.
The Nadaa Collective is in the neutron pixie business.
Don't mess with these Toydarians. The head is nicknamed the "Winged Hutt". Those who cross him are fed to the shaoryns in the swamps.
If you want to know about/ get work with the Nadaa Collective speak with Bindo Trill. He hangs out in Bog Bays cantinas.
The Nadaa Collective's biggest customer is Gorensla kajidic in Bog Bay.
Word gets back to Tillu Nadaa that someone has been asking questions about his business.
Word gets back to Irrica the Hutt that someone has been asking questions about Nadaa and the neutron pixie business.

Further Successes or Advantages my be rewarded with the names of contacts, dealers or merchants linked with the Nadaas.
At the GM's option, further Threats or Despairs could result in law enforcement or the Empire taking an interest in the player characters. This will doubtless lead to further complications that might require the greasing of corrupt palms.

Characters

The Nadaa Collective is a highly disciplined and tightly run operation. Tillu Nadaa has a very much hands-on and dictatorial to approach to reigning over his little empire. He avoids unnecessary risks and goes to great lengths to protect himself, his business interests and his family (in that priority order).

Nadaa Mushroom Gatherer or Farmer [Minion] Toydarian

These Toydarians gather both the grey and the black gabaki mushrooms. It can be dangerous work; the gathering is done in areas populated by shaogryns who consider Toydarians tasty meals.
A mushroom gatherer can aspire to becoming an enforcer, a still dangerous but better paid profession.
The mushrooms are also farmed. Shaoryn dung is gathered and used to fertilise small island farms of black gabaki.

Brawn
Agility
Intellect
Cunning
Willpower
Presence
1
1
2
2
3
3

Soak Value: 1
Wound Threshold: 5
M/R Defence: 0/0
Skills (group only): Athletics, Melee, Perception, Survival, Vigilance
Talents: none
Abilities: Hoverer (Toydarians do not have to spend additional manoeuvers when navigating difficult terrain), Natural Immunity (cannot catch Fester lung), Silhouette 0.
Equipment: small portable freezer unit for storing harvested black gabaki, bag for harvested grey gabaki  

Nadaa Chemist [Rival] Toydarian

The chemists are the ones who process the ingredients into the final product in mobile laboratories hidden in the swamps. No written or computerised records of the recipe are kept by the collective; it only exists in the brains of these Toydarians. Recipes are passed from parent to offspring. No two Toydarians have exactly the same recipe. This position is hereditary within the collective.
Brawn
Agility
Intellect
Cunning
Willpower
Presence
1
1
2
2
3
3

Soak Value: 1
Wound Threshold: 11
M/R Defence: 0/0
Skills: Knowledge (Education) 1, Ranged (Light) 1, Perception 2, Vigilance 2
Talents: none
Abilities: Hoverer (Toydarians do not have to spend additional manoeuvers when navigating difficult terrain), Natural Immunity (cannot catch Fester Lung), Silhouette 0.
Equipment: Light Blaster Pistol (Ranged [Light]; Damage 5; Critical 4; Range [Medium]; Stun setting)

Nadaa Courier [Rival] Toydarian

Couriers act as go-betweens between the manufacturers' enforcers and sellers of neutron pixie. They know nothing of its manufacture, black ganaki gathering, or where or how the product is manufactured. Tillu considers his couriers to be expendable and not a permanent part of his organisation. Turnover of couriers is very high.
Brawn
Agility
Intellect
Cunning
Willpower
Presence
1
2
2
2
3
3

Soak Value: 1
Wound Threshold: 11
M/R Defence: 0/0
Skills: Cool 2, Deception 2, Perception 1, Ranged (Light) 1, Streetwise 2, Vigilance 1
Talents: none
Abilities: Hoverer (Toydarians do not have to spend additional manoeuvers when navigating difficult terrain), Silhouette 0.
Equipment:
Blaster Pistol (Ranged [Light], Damage 6; Critical 3; Range [Medium]; Stun setting) and encrypted ComLink  

Nadaa Enforcer [Rival] Toydarian

To be accepted as an enforcer within the Nadaa ranks, a Toydarian must first kill a grabworm, a shaoryn or other predator in the swamps. Imperial swamptroopers are considered acceptable kills for this initiation.
Enforcers act as Tillu's bodyguard and as protection for the mushroom gatherers from the predators of the swamps and bogs.
Brawn
Agility
Intellect
Cunning
Willpower
Presence
2
2
2
2
3
3

Soak Value: 3
Wound Threshold: 12
M/R Defence: 0/0
Skills: Discipline 2, Melee 2, Perception 2, Ranged (Light) 2, Ranged (Heavy) 2, Survival 2, Vigilance 4
Talents: none
Abilities: Hoverer (Toydarians do not have to spend additional manoeuvers when navigating difficult terrain), Natural Immunity (cannot catch Fester lung), Silhouette 0.
Equipment: Blaster Pistol (Ranged [Light], Damage 6; Critical 3; Range [Medium]; Stun setting) or Blaster rifle (Ranged [Heavy]; Damage 9; Critical 3; Range [Long]; Stun Setting); Heavy Clothing (Soak +1) and encrypted ComLink   

Nadaa Merchant [Rival] Toydarian

The merchants acts as the front face of the Nadaa Collective and meet with its customer base. Tillu Nadaa approves all appointments of new merchants, all of whom come from outside of the Nadaa extended family.
Brawn
Agility
Intellect
Cunning
Willpower
Presence
1
1
2
2
3
3

Soak Value: 1
Wound Threshold: 10
M/R Defence: 0/0
Skills: Charm 2, Cool 2, Deception 3, Knowledge (Underworld) 2, Negotiation 2, Perception 3, Streetwise 2
Talents: Natural Negotiator (once per session, may reroll any one Cool or Negotiation check), Nobody's Fool 2 (upgrade the difficulty of any Charm, Coercion or Deception checks attempted against Bindo twice)
Abilities: Hoverer (Toydarians do not have to spend additional manoeuvers when navigating difficult terrain), Silhouette 0.
Equipment: Holdout Blaster (Ranged [Short]; Damage 5; Critical 4; Range [Short]; Stun Setting), Data Slate, short range ComLink

Tillu Nadaa [Nemesis] Male Toydarian Crime Lord

Tillu is the head of the Nadaa Collective and runs it with ruthless efficiency. He is sometimes nicknamed the "Winged Hutt". The epithet meets with his approval if not the local Hutts.
Tillu is generous with those who serve him well; he is a great believer in rewarding loyalty. Conversely he is ruthless with those who betray him. Beings who cross him are fed to wild shaogryns in the swamps. Sometimes they are killed first, sometimes not.
He has a number of Riar's Royal Guard patrol officers on his payroll and he has informers in Irrica's court.
Brawn
Agility
Intellect
Cunning
Willpower
Presence
1
2
4
2
4
4

Soak Value: 1
Wound Threshold: 11
Strain Threshold: 16
M/R Defence: 0/0
Skills: Charm 2, Coercion 2, Cool 2, Deception 2, Knowledge (Outer Rim) 2, Knowledge (Underworld) 2, Negotiation 4, Melee 2, Perception 2, Ranged (Light) 2, Streetwise 2, Survival 2, Vigilance 2
Talents: Adversary 1 (upgrade difficulty of all combat checks against Tillu once), Nobody's Fool 2 (upgrade the difficulty of any Charm, Coercion or Deception checks attempted against Tillu twice)
Abilities: Hoverer (Toydarians do not have to spend additional manoeuvers when navigating difficult terrain), Natural Immunity (cannot catch Fester Lung), Silhouette 0.
Equipment: Blaster Pistol (Ranged [Light], Damage 6; Critical 3; Range [Medium]; Stun setting), encrypted ComLink, encrypted DataPad  

Bindo Trill [Rival] Male Toydarian Infochant

Bindo works in Riar, mainly in Bog Bay but he can also be seen in Old Town. He acts as the Nadaa Collective's eyes and ears about town as well as recruiting couriers and keeping an eye on the merchants. Bindo has flown around the bog a few times and knows his way around the seedy corners of Riar. He is not in the pocket of any of the Gorensla Hutts but he knows that they call the shots in Riar.
He has made the acquaintance and keeps abreast of the activities of Nel Henol. They engage in a perverse game of espionage and counter-espionage with each other.
Brawn
Agility
Intellect
Cunning
Willpower
Presence
1
1
3
3
3
3

Soak Value: 1
Wound Threshold: 11
M/R Defence: 0/0
Skills: Charm 2, Cool 2, Deception 3, Knowledge (Underworld) 3, Negotiation 2, Perception 3, Streetwise 3, Vigilance 1
Talents: Natural Negotiator (once per session, may reroll any one Cool or Negotiation check), Nobody's Fool 2 (upgrade the difficulty of any Charm, Coercion or Deception checks attempted against Bindo twice)
Abilities: Hoverer (Toydarians do not have to spend additional manoeuvers when navigating difficult terrain), Silhouette 0.
Equipment: Blaster Pistol (Ranged [Light], Damage 6; Critical 3; Range [Medium]; Stun setting), Heavy Clothing (Soak +1), encrypted ComLink (for contacting Tillu Nadaa), handheld ComLink (for everyday use), encrypted Data Slate